You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

1182 lines
24 KiB

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// gl_warp.c -- sky and water polygons
#include "quakedef.h"
extern model_t *loadmodel;
int skytexturenum;
int solidskytexture;
int alphaskytexture;
float speedscale; // for top sky and bottom sky
msurface_t *warpface;
// jkrige - quake2 warps
//extern cvar_t gl_subdivide_size;
#define SUBDIVIDE_SIZE 64
// jkrige - quake2 warps
void BoundPoly (int numverts, float *verts, vec3_t mins, vec3_t maxs)
{
int i, j;
float *v;
mins[0] = mins[1] = mins[2] = 9999;
maxs[0] = maxs[1] = maxs[2] = -9999;
v = verts;
for (i=0 ; i<numverts ; i++)
for (j=0 ; j<3 ; j++, v++)
{
if (*v < mins[j])
mins[j] = *v;
if (*v > maxs[j])
maxs[j] = *v;
}
}
// jkrige - quake2 warps
void SubdividePolygon (int numverts, float *verts)
{
int i, j, k;
vec3_t mins, maxs;
float m;
float *v;
vec3_t front[64], back[64];
int f, b;
float dist[64];
float frac;
glpoly_t *poly;
float s, t;
vec3_t total;
float total_s, total_t;
if (numverts > 60)
Sys_Error ("numverts = %i", numverts);
//if (numverts > 60)
// ri.Sys_Error (ERR_DROP, "numverts = %i", numverts);
BoundPoly (numverts, verts, mins, maxs);
for (i=0 ; i<3 ; i++)
{
m = (mins[i] + maxs[i]) * 0.5;
m = SUBDIVIDE_SIZE * floor (m/SUBDIVIDE_SIZE + 0.5);
if (maxs[i] - m < 8)
continue;
if (m - mins[i] < 8)
continue;
// cut it
v = verts + i;
for (j=0 ; j<numverts ; j++, v+= 3)
dist[j] = *v - m;
// wrap cases
dist[j] = dist[0];
v-=i;
VectorCopy (verts, v);
f = b = 0;
v = verts;
for (j=0 ; j<numverts ; j++, v+= 3)
{
if (dist[j] >= 0)
{
VectorCopy (v, front[f]);
f++;
}
if (dist[j] <= 0)
{
VectorCopy (v, back[b]);
b++;
}
if (dist[j] == 0 || dist[j+1] == 0)
continue;
if ( (dist[j] > 0) != (dist[j+1] > 0) )
{
// clip point
frac = dist[j] / (dist[j] - dist[j+1]);
for (k=0 ; k<3 ; k++)
front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]);
f++;
b++;
}
}
SubdividePolygon (f, front[0]);
SubdividePolygon (b, back[0]);
return;
}
// add a point in the center to help keep warp valid
poly = Hunk_Alloc (sizeof(glpoly_t) + ((numverts-4)+2) * VERTEXSIZE*sizeof(float));
poly->next = warpface->polys;
warpface->polys = poly;
poly->numverts = numverts+2;
VectorClear (total);
total_s = 0;
total_t = 0;
for (i=0 ; i<numverts ; i++, verts+= 3)
{
VectorCopy (verts, poly->verts[i+1]);
s = DotProduct (verts, warpface->texinfo->vecs[0]);
t = DotProduct (verts, warpface->texinfo->vecs[1]);
total_s += s;
total_t += t;
VectorAdd (total, verts, total);
poly->verts[i+1][3] = s;
poly->verts[i+1][4] = t;
}
VectorScale (total, (1.0/numverts), poly->verts[0]);
poly->verts[0][3] = total_s/numverts;
poly->verts[0][4] = total_t/numverts;
// copy first vertex to last
memcpy (poly->verts[i+1], poly->verts[1], sizeof(poly->verts[0]));
}
/*void SubdividePolygon (int numverts, float *verts)
{
int i, j, k;
vec3_t mins, maxs;
float m;
float *v;
vec3_t front[64], back[64];
int f, b;
float dist[64];
float frac;
glpoly_t *poly;
float s, t;
if (numverts > 60)
Sys_Error ("numverts = %i", numverts);
BoundPoly (numverts, verts, mins, maxs);
for (i=0 ; i<3 ; i++)
{
m = (mins[i] + maxs[i]) * 0.5;
m = gl_subdivide_size.value * floor (m/gl_subdivide_size.value + 0.5);
if (maxs[i] - m < 8)
continue;
if (m - mins[i] < 8)
continue;
// cut it
v = verts + i;
for (j=0 ; j<numverts ; j++, v+= 3)
dist[j] = *v - m;
// wrap cases
dist[j] = dist[0];
v-=i;
VectorCopy (verts, v);
f = b = 0;
v = verts;
for (j=0 ; j<numverts ; j++, v+= 3)
{
if (dist[j] >= 0)
{
VectorCopy (v, front[f]);
f++;
}
if (dist[j] <= 0)
{
VectorCopy (v, back[b]);
b++;
}
if (dist[j] == 0 || dist[j+1] == 0)
continue;
if ( (dist[j] > 0) != (dist[j+1] > 0) )
{
// clip point
frac = dist[j] / (dist[j] - dist[j+1]);
for (k=0 ; k<3 ; k++)
front[f][k] = back[b][k] = v[k] + frac*(v[3+k] - v[k]);
f++;
b++;
}
}
SubdividePolygon (f, front[0]);
SubdividePolygon (b, back[0]);
return;
}
poly = Hunk_Alloc (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float));
poly->next = warpface->polys;
warpface->polys = poly;
poly->numverts = numverts;
for (i=0 ; i<numverts ; i++, verts+= 3)
{
VectorCopy (verts, poly->verts[i]);
s = DotProduct (verts, warpface->texinfo->vecs[0]);
t = DotProduct (verts, warpface->texinfo->vecs[1]);
poly->verts[i][3] = s;
poly->verts[i][4] = t;
}
}*/
// jkrige - quake2 warps
/*
================
GL_SubdivideSurface
Breaks a polygon up along axial 64 unit
boundaries so that turbulent and sky warps
can be done reasonably.
================
*/
void GL_SubdivideSurface (msurface_t *fa)
{
vec3_t verts[64];
int numverts;
int i;
int lindex;
float *vec;
//texture_t *t;
warpface = fa;
//
// convert edges back to a normal polygon
//
numverts = 0;
for (i=0 ; i<fa->numedges ; i++)
{
lindex = loadmodel->surfedges[fa->firstedge + i];
if (lindex > 0)
vec = loadmodel->vertexes[loadmodel->edges[lindex].v[0]].position;
else
vec = loadmodel->vertexes[loadmodel->edges[-lindex].v[1]].position;
VectorCopy (vec, verts[numverts]);
numverts++;
}
SubdividePolygon (numverts, verts[0]);
}
//=========================================================
// speed up sin calculations - Ed
// jkrige - quake2 warps
/*float turbsin[] =
{
#include "gl_warp_sin.h"
};*/
// jkrige - quake2 warps
#define TURBSCALE (256.0 / (2 * M_PI))
/*
=============
EmitWaterPolys
Does a water warp on the pre-fragmented glpoly_t chain
=============
*/
// jkrige - quake2 warps
void EmitWaterPolys (msurface_t *fa)
{
glpoly_t *p, *bp;
float *v;
int i;
float s, t, os, ot;
//float rdt = realtime;
for (bp=fa->polys ; bp ; bp=bp->next)
{
p = bp;
glBegin (GL_TRIANGLE_FAN);
for (i=0,v=p->verts[0] ; i<p->numverts ; i++, v+=VERTEXSIZE)
{
os = v[3];
ot = v[4];
//s = os + turbsin[(int)((ot * 0.125 + realtime) * TURBSCALE) & 255];
s = os + sin(DEG2RAD((ot * 0.125 + realtime) * TURBSCALE)) * 3.7;
s *= (1.0/64);
//t = ot + turbsin[(int)((os * 0.125 + realtime) * TURBSCALE) & 255];
t = ot + sin(DEG2RAD((os * 0.125 + realtime) * TURBSCALE)) * 3.7;
t *= (1.0/64);
glTexCoord2f (s, t);
glVertex3fv (v);
}
glEnd ();
}
}
/*void EmitWaterPolys (msurface_t *fa)
{
glpoly_t *p;
float *v;
int i;
float s, t, os, ot;
for (p=fa->polys ; p ; p=p->next)
{
glBegin (GL_POLYGON);
for (i=0,v=p->verts[0] ; i<p->numverts ; i++, v+=VERTEXSIZE)
{
os = v[3];
ot = v[4];
s = os + turbsin[(int)((ot*0.125+realtime) * TURBSCALE) & 255];
s *= (1.0/64);
t = ot + turbsin[(int)((os*0.125+realtime) * TURBSCALE) & 255];
t *= (1.0/64);
glTexCoord2f (s, t);
glVertex3fv (v);
}
glEnd ();
}
}*/
// jkrige - quake2 warps
/*
=============
EmitSkyPolys
=============
*/
void EmitSkyPolys (msurface_t *fa)
{
glpoly_t *p;
float *v;
int i;
float s, t;
vec3_t dir;
float length;
// jkrige - wireframe
if (gl_wireframe.value)
return;
// jkrige - wireframe
for (p=fa->polys ; p ; p=p->next)
{
glBegin (GL_POLYGON);
for (i=0,v=p->verts[0] ; i<p->numverts ; i++, v+=VERTEXSIZE)
{
VectorSubtract (v, r_origin, dir);
dir[2] *= 3; // flatten the sphere
length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2];
length = sqrt (length);
length = 6*63/length;
dir[0] *= length;
dir[1] *= length;
s = (speedscale + dir[0]) * (1.0/128);
t = (speedscale + dir[1]) * (1.0/128);
glTexCoord2f (s, t);
glVertex3fv (v);
}
glEnd ();
}
}
/*
===============
EmitBothSkyLayers
Does a sky warp on the pre-fragmented glpoly_t chain
This will be called for brushmodels, the world
will have them chained together.
===============
*/
void EmitBothSkyLayers (msurface_t *fa)
{
int i;
int lindex;
float *vec;
// jkrige - remove multitexture
//GL_DisableMultitexture();
// jkrige - remove multitexture
// jkrige - wireframe
if (gl_wireframe.value)
return;
// jkrige - wireframe
GL_Bind (solidskytexture);
speedscale = realtime*8;
speedscale -= (int)speedscale & ~127 ;
EmitSkyPolys (fa);
glEnable (GL_BLEND);
GL_Bind (alphaskytexture);
speedscale = realtime*16;
speedscale -= (int)speedscale & ~127 ;
EmitSkyPolys (fa);
glDisable (GL_BLEND);
}
#ifndef QUAKE2
/*
=================
R_DrawSkyChain
=================
*/
// jkrige - skybox
/*void R_DrawSkyChain (msurface_t *s)
{
msurface_t *fa;
// jkrige - remove multitexture
//GL_DisableMultitexture();
// jkrige - remove multitexture
// used when gl_texsort is on
GL_Bind(solidskytexture);
speedscale = realtime*8;
speedscale -= (int)speedscale & ~127 ;
for (fa=s ; fa ; fa=fa->texturechain)
EmitSkyPolys (fa);
glEnable (GL_BLEND);
GL_Bind (alphaskytexture);
speedscale = realtime*16;
speedscale -= (int)speedscale & ~127 ;
for (fa=s ; fa ; fa=fa->texturechain)
EmitSkyPolys (fa);
glDisable (GL_BLEND);
}*/
// jkrige - skybox
#endif
/*
=================================================================
Quake 2 environment sky
=================================================================
*/
//#ifdef QUAKE2 // jkrige - skybox
#define SKY_TEX 2560 // jkrige - skybox
/*
==================
R_LoadSkys
==================
*/
char *suf[6] = {"_rt", "_bk", "_lf", "_ft", "_up", "_dn"};
// jkrige - skybox
/*void R_LoadSkys (void)
{
int i;
FILE *f;
char name[64];
for (i=0 ; i<6 ; i++)
{
GL_Bind (SKY_TEX + i);
sprintf (name, "gfx/env/bkgtst%s.tga", suf[i]);
COM_FOpenFile (name, &f, false);
if (!f)
{
Con_Printf ("Couldn't load %s\n", name);
continue;
}
LoadTGA (f);
// LoadPCX (f);
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, targa_rgba);
// glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, pcx_rgb);
free (targa_rgba);
// free (pcx_rgb);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
}*/
void R_LoadSkys (void)
{
int i;
char name[64];
byte *data;
for (i=0 ; i<6 ; i++)
{
sprintf (name, "skies/%s%s", cl.skybox, suf[i]);
if (!(data = LoadImagePixels (name, true)))
{
Cvar_Set("gl_skytype", "0");
return;
}
GL_Bind (SKY_TEX + i);
if(image_bits == 8)
GL_Upload8 (data, image_width, image_height, false, false);
if(image_bits == 32)
GL_Upload32 ((void*)data, image_width, image_height, false, false);
free(data);
// jkrige - texture mode
if(gl_texturemode.value == 0.0f)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
// jkrige - texture mode
}
Cvar_Set("gl_skytype", "1");
}
// jkrige - skybox
vec3_t skyclip[6] = {
{1,1,0},
{1,-1,0},
{0,-1,1},
{0,1,1},
{1,0,1},
{-1,0,1}
};
int c_sky;
// 1 = s, 2 = t, 3 = 2048
int st_to_vec[6][3] =
{
{3,-1,2},
{-3,1,2},
{1,3,2},
{-1,-3,2},
{-2,-1,3}, // 0 degrees yaw, look straight up
{2,-1,-3} // look straight down
// {-1,2,3},
// {1,2,-3}
};
// s = [0]/[2], t = [1]/[2]
int vec_to_st[6][3] =
{
{-2,3,1},
{2,3,-1},
{1,3,2},
{-1,3,-2},
{-2,-1,3},
{-2,1,-3}
// {-1,2,3},
// {1,2,-3}
};
#define MAX_CLIP_VERTS 64
// jkrige - skybox (clipping)
//float skymins[2][6], skymaxs[2][6]; // jkrige - skybox
/*void DrawSkyPolygon (int nump, vec3_t vecs)
{
int i,j;
vec3_t v, av;
float s, t, dv;
int axis;
float *vp;
c_sky++;
#if 0
glBegin (GL_POLYGON);
for (i=0 ; i<nump ; i++, vecs+=3)
{
VectorAdd(vecs, r_origin, v);
glVertex3fv (v);
}
glEnd();
return;
#endif
// decide which face it maps to
VectorCopy (vec3_origin, v);
for (i=0, vp=vecs ; i<nump ; i++, vp+=3)
{
VectorAdd (vp, v, v);
}
av[0] = fastfabs(v[0]);
av[1] = fastfabs(v[1]);
av[2] = fastfabs(v[2]);
if (av[0] > av[1] && av[0] > av[2])
{
if (v[0] < 0)
axis = 1;
else
axis = 0;
}
else if (av[1] > av[2] && av[1] > av[0])
{
if (v[1] < 0)
axis = 3;
else
axis = 2;
}
else
{
if (v[2] < 0)
axis = 5;
else
axis = 4;
}
// project new texture coords
for (i=0 ; i<nump ; i++, vecs+=3)
{
j = vec_to_st[axis][2];
if (j > 0)
dv = vecs[j - 1];
else
dv = -vecs[-j - 1];
j = vec_to_st[axis][0];
if (j < 0)
s = -vecs[-j -1] / dv;
else
s = vecs[j-1] / dv;
j = vec_to_st[axis][1];
if (j < 0)
t = -vecs[-j -1] / dv;
else
t = vecs[j-1] / dv;
if (s < skymins[0][axis])
skymins[0][axis] = s;
if (t < skymins[1][axis])
skymins[1][axis] = t;
if (s > skymaxs[0][axis])
skymaxs[0][axis] = s;
if (t > skymaxs[1][axis])
skymaxs[1][axis] = t;
}
}
void ClipSkyPolygon (int nump, vec3_t vecs, int stage)
{
float *norm;
float *v;
qboolean front, back;
float d, e;
float dists[MAX_CLIP_VERTS];
int sides[MAX_CLIP_VERTS];
vec3_t newv[2][MAX_CLIP_VERTS];
int newc[2];
int i, j;
if (nump > MAX_CLIP_VERTS-2)
Sys_Error ("ClipSkyPolygon: MAX_CLIP_VERTS");
if (stage == 6)
{ // fully clipped, so draw it
DrawSkyPolygon (nump, vecs);
return;
}
front = back = false;
norm = skyclip[stage];
for (i=0, v = vecs ; i<nump ; i++, v+=3)
{
d = DotProduct (v, norm);
if (d > ON_EPSILON)
{
front = true;
sides[i] = SIDE_FRONT;
}
else if (d < ON_EPSILON)
{
back = true;
sides[i] = SIDE_BACK;
}
else
sides[i] = SIDE_ON;
dists[i] = d;
}
if (!front || !back)
{ // not clipped
ClipSkyPolygon (nump, vecs, stage+1);
return;
}
// clip it
sides[i] = sides[0];
dists[i] = dists[0];
VectorCopy (vecs, (vecs+(i*3)) );
newc[0] = newc[1] = 0;
for (i=0, v = vecs ; i<nump ; i++, v+=3)
{
switch (sides[i])
{
case SIDE_FRONT:
VectorCopy (v, newv[0][newc[0]]);
newc[0]++;
break;
case SIDE_BACK:
VectorCopy (v, newv[1][newc[1]]);
newc[1]++;
break;
case SIDE_ON:
VectorCopy (v, newv[0][newc[0]]);
newc[0]++;
VectorCopy (v, newv[1][newc[1]]);
newc[1]++;
break;
}
if (sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
continue;
d = dists[i] / (dists[i] - dists[i+1]);
for (j=0 ; j<3 ; j++)
{
e = v[j] + d*(v[j+3] - v[j]);
newv[0][newc[0]][j] = e;
newv[1][newc[1]][j] = e;
}
newc[0]++;
newc[1]++;
}
// continue
ClipSkyPolygon (newc[0], newv[0][0], stage+1);
ClipSkyPolygon (newc[1], newv[1][0], stage+1);
}*/
// jkrige - skybox (clipping)
/*
=================
R_DrawSkyChain
=================
*/
void R_DrawSkyChain (msurface_t *s)
{
msurface_t *fa;
int i;
vec3_t verts[MAX_CLIP_VERTS];
glpoly_t *p;
// jkrige - wireframe
if (gl_wireframe.value)
return;
// jkrige - wireframe
if(!strcmpi(cl.skybox, "") | gl_skytype.value == 0)
{
// used when gl_texsort is on
GL_Bind(solidskytexture);
speedscale = realtime*8;
speedscale -= (int)speedscale & ~127 ;
for (fa=s ; fa ; fa=fa->texturechain)
EmitSkyPolys (fa);
glEnable (GL_BLEND);
GL_Bind (alphaskytexture);
speedscale = realtime*16;
speedscale -= (int)speedscale & ~127;
for (fa=s ; fa ; fa=fa->texturechain)
EmitSkyPolys (fa);
glDisable (GL_BLEND);
}
}
/*
==============
R_ClearSkyBox
==============
*/
// jkrige - skybox (clipping)
/*void R_ClearSkyBox (void)
{
int i;
for (i=0 ; i<6 ; i++)
{
skymins[0][i] = skymins[1][i] = 9999;
skymaxs[0][i] = skymaxs[1][i] = -9999;
}
}*/
// jkrige - skybox (clipping)
void MakeSkyVec (float s, float t, int axis)
{
vec3_t v, b;
int j, k;
// jkrige - skybox (enlarged)
/*b[0] = s*2048;
b[1] = t*2048;
b[2] = 2048;*/
b[0] = s*2360;
b[1] = t*2360;
b[2] = 2360;
// jkrige - skybox (enlarged)
for (j=0 ; j<3 ; j++)
{
k = st_to_vec[axis][j];
if (k < 0)
v[j] = -b[-k - 1];
else
v[j] = b[k - 1];
v[j] += r_origin[j];
}
// avoid bilerp seam
s = (s+1)*0.5;
t = (t+1)*0.5;
if (s < 1.0/512)
s = 1.0/512;
else if (s > 511.0/512)
s = 511.0/512;
if (t < 1.0/512)
t = 1.0/512;
else if (t > 511.0/512)
t = 511.0/512;
t = 1.0 - t;
glTexCoord2f (s, t);
glVertex3fv (v);
}
/*
==============
R_DrawSkyBox
==============
*/
int skytexorder[6] = {0,2,1,3,4,5};
void R_DrawSkyBox (void)
{
int i, j, k;
vec3_t v;
float s, t;
if(gl_skytype.value != 1)
return;
// jkrige - wireframe
if (gl_wireframe.value)
return;
// jkrige - wireframe
//#if 0
//glEnable (GL_BLEND);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
//glColor4f (1,1,1,0.5);
glDisable (GL_DEPTH_TEST); // jkrige - skybox (disabled depth ckecking)
//#endif
//glGetIntegerv(GL_DEPTH_FUNC, &gld);
//glDepthFunc(GL_GREATER);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//glDisable (GL_DEPTH_TEST);
for (i=0 ; i<6 ; i++)
{
//if (skymins[0][i] >= skymaxs[0][i]
//|| skymins[1][i] >= skymaxs[1][i])
// continue;
GL_Bind (SKY_TEX+skytexorder[i]);
//#if 0 // jkrige - skybox (enabled skybox with fixed mins/maxs)
//if(gl_fullskybox.value == 1)
//{
// skymins[0][i] = -1;
// skymins[1][i] = -1;
// skymaxs[0][i] = 1;
// skymaxs[1][i] = 1;
//}
//#endif
glBegin (GL_QUADS);
MakeSkyVec (-1 /*skymins[0][i]*/, -1 /*skymins[1][i]*/, i);
MakeSkyVec (-1 /*skymins[0][i]*/, 1 /*skymaxs[1][i]*/, i);
MakeSkyVec (1 /*skymaxs[0][i]*/, 1 /*skymaxs[1][i]*/, i);
MakeSkyVec (1 /*skymaxs[0][i]*/, -1 /*skymins[1][i]*/, i);
glEnd ();
}
//glDepthFunc(gld);
//#if 0
//glDisable (GL_BLEND);
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//glColor4f (1,1,1,0.5);
glEnable (GL_DEPTH_TEST); // jkrige - skybox (disabled depth ckecking)
//#endif
//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//glEnable (GL_DEPTH_TEST);
// jkrige - skybox test
//restore matrix and rendering state
//glPopMatrix();
//glPopAttrib();
// jkrige - skybox test
}
//#endif // jkrige - skybox
//===============================================================
/*
=============
R_InitSky
A sky texture is 256*128, with the right side being a masked overlay
==============
*/
void R_InitSky (texture_t *mt)
{
int i, j, p;
byte *src;
unsigned trans[128*128];
unsigned transpix;
int r, g, b;
unsigned *rgba;
extern int skytexturenum;
// jkrige - external texture loading
FILE *f2;
//qboolean ExtOK = false;
int FoundSolid = -1;
int FoundAlpha = -1;
char skytex_solid[MAX_QPATH];
char skytex_alpha[MAX_QPATH];
byte *skydata;
// find solid sky texture
if(FoundSolid == -1)
{
sprintf (skytex_solid, "textures/%s/%s_solid.tga", sv.name, mt->name);
FoundSolid = COM_FOpenFile(skytex_solid, &f2);
}
if(FoundSolid == -1)
{
sprintf (skytex_solid, "textures/%s_solid.tga", mt->name);
FoundSolid = COM_FOpenFile(skytex_solid, &f2);
}
if(FoundSolid == -1)
{
sprintf (skytex_solid, "textures/%s/%s_solid.jpg", sv.name, mt->name);
FoundSolid = COM_FOpenFile(skytex_solid, &f2);
}
if(FoundSolid == -1)
{
sprintf (skytex_solid, "textures/%s_solid.jpg", mt->name);
FoundSolid = COM_FOpenFile(skytex_solid, &f2);
}
// find alpha sky texture
if(FoundAlpha == -1)
{
sprintf (skytex_alpha, "textures/%s/%s_alpha.tga", sv.name, mt->name);
FoundAlpha = COM_FOpenFile(skytex_alpha, &f2);
}
if(FoundAlpha == -1)
{
sprintf (skytex_alpha, "textures/%s_alpha.tga", mt->name);
FoundAlpha = COM_FOpenFile(skytex_alpha, &f2);
}
if(FoundAlpha == -1)
{
sprintf (skytex_alpha, "textures/%s/%s_alpha.jpg", sv.name, mt->name);
FoundAlpha = COM_FOpenFile(skytex_alpha, &f2);
}
if(FoundAlpha == -1)
{
sprintf (skytex_alpha, "textures/%s_alpha.jpg", mt->name);
FoundAlpha = COM_FOpenFile(skytex_alpha, &f2);
}
if(FoundSolid != -1 && FoundAlpha != -1)
{
// load solid sky texture
if ((skydata = LoadImagePixels (skytex_solid, false)))
{
if (!solidskytexture)
solidskytexture = texture_extension_number++;
GL_Bind (solidskytexture);
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, skydata);
if(gl_texturemode.value == 0.0f)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
free(skydata);
}
// load alpha sky texture
if ((skydata = LoadImagePixels (skytex_alpha, false)))
{
if (!alphaskytexture)
alphaskytexture = texture_extension_number++;
GL_Bind(alphaskytexture);
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, skydata);
if(gl_texturemode.value == 0.0f)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
free(skydata);
}
return;
}
// jkrige - external texture loading
src = (byte *)mt + mt->offsets[0];
// make an average value for the back to avoid
// a fringe on the top level
r = g = b = 0;
for (i=0 ; i<128 ; i++)
for (j=0 ; j<128 ; j++)
{
p = src[i*256 + j + 128];
rgba = &d_8to24table[p];
trans[(i*128) + j] = *rgba;
r += ((byte *)rgba)[0];
g += ((byte *)rgba)[1];
b += ((byte *)rgba)[2];
}
((byte *)&transpix)[0] = r/(128*128);
((byte *)&transpix)[1] = g/(128*128);
((byte *)&transpix)[2] = b/(128*128);
((byte *)&transpix)[3] = 0;
if (!solidskytexture)
solidskytexture = texture_extension_number++;
GL_Bind (solidskytexture );
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
// jkrige - texture mode
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if(gl_texturemode.value == 0.0f)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
// jkrige - texture mode
for (i=0 ; i<128 ; i++)
for (j=0 ; j<128 ; j++)
{
p = src[i*256 + j];
if (p == 0)
trans[(i*128) + j] = transpix;
else
trans[(i*128) + j] = d_8to24table[p];
}
if (!alphaskytexture)
alphaskytexture = texture_extension_number++;
GL_Bind(alphaskytexture);
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
// jkrige - texture mode
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if(gl_texturemode.value == 0.0f)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
else
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
// jkrige - texture mode
}